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#version 450
#extension GL_ARB_separate_shader_objects : enable

layout (location = 0) in vec3 inPosition;
layout (location = 1) in vec4 incolor;

layout(binding = 0) uniform mvpMat
{
	mat4 model;
	mat4 view;
	mat4 proj;
} mvp;

out gl_PerVertex{
	vec4 gl_Position;
};

layout(location = 0) out vec4 fragColor;

void main() 
{
	gl_Position = mvp.proj * (mvp.view * (mvp.model * vec4(inPosition, 1.0)));

	fragColor = incolor;
}
